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A jam submission

Cannonball Commandos - Mechjam IVView game page

Stop the Nyx and their Doomsday plan
Submitted by Kr4yZ33 (@NtranceImmerse) — 3 seconds before the deadline
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Cannonball Commandos - Mechjam IV's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#243.4383.438
Originality#303.5633.563
Visuals#383.6253.625
Fun Factor#483.0003.000
Overall#483.1253.125

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video

Was your game made solo or in a team?
It was made by a team, all attributed on itch page

Did you use any third party assets, if yes what assets did you use?
All attributions for assets are on the itich page

Did you choose from one (or more) of the optional secondary themes?
Yes we hit them all

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

Submitted(+1)

The opening was a banger, really liked the pixel art around the game, the sound accompanied the game very well, really loved how the control moved on the screen when you were moving that was a really cool touch! 

Overall it was a really interesting concept, good stuff! 

Developer

Thank you so much, that is very kind. I'll pass on the feedback to the team they will be very pleased. We are glad you played thanks again!

Submitted(+1)

Very cool. Graphics are great and Worms-esque gameplay is something I always enjoy, though you don't see it too often. Ran into a bug where you'd keep moving after your turn ended if you were holding down the movement key, which got me in a tricky spot a time or two. Overall, nice game :)

Developer

Thanks so much, my lunch break is about to end but I have time to test one more :D Looks like I haven't been able to get to your one yet! Oh yes that is a bug, it's to do with the portal exit unfreezing the character after then have been frozen by the end of turn. Unless you hit resume and trigger the next turn there is no way for the freeze to happen again in this build. Really appreciate the feedback cheers!

Submitted(+1)

Feels pretty satisfying and very polished in terms of the visuals and music. At first I thought it was a bit weird that it was turn based, but after a while, I was getting into it. Really cool combination.

Not sure if it was fully implemented, but i thought using the buttons on the HUD rather that my keyboard was really cool, but for whatever reason the only one that didnt work was the stick that controlled the movement. I also think I found a bug where if you enter a portal right when your turn ends, your turn doesnt end and you get infinite play time.

Aside from that, pretty cool!

Developer (2 edits) (+1)

Hey thanks, yeah I totally ran out of time thanks to having to spend a whole day on a mechanic I thought was sorted 3 days before the jam finish. I did have a mobile joystick over the stick but it was flicking between up and down too much so removed it in favour of left and right arrows. But the arrows only show up on mobile. Being able to use UI buttons for PC was left there on purpose was originally for the mobile build which uses them. Really appreciate the feedback, and YES you are the first to mention the infinite time bug he he, I just wasn't able to figure out how to fix that, its to do with player freeze being disabled when you come out of the portal, the freeze is triggered at turn end. So I needed to have a check that looked for the if its not that characters turn, then don't unfreeze (or freeze again) when exiting the portal. All stuff I'll make sure to build into our "Fully Loaded" version next week. Oh and the idea behind turn based, was to couple a countdown timer and the turns to create pressure on the player later in the game.

Submitted(+1)

I really liked the animation and art, the game was a bit confusing however as i tried to use the jetpack and the effect played, but i didn't boost. Music was well done too. Overall solid. 

Developer

Thanks for playing! Ah the jetpack has to be turned on and off, it runs out of power, I'll build this into training when I update it. There is supposed to be a boost bar but I had issues getting it working so I removed it and totally get why that would be confusing. Cheers for the feedback!

Submitted(+1)

Animation and art is nice and charming with that retro vibe. The gameplay is interesting with turn based platforming but I think it causes some bugs or issues? Such as when your movement turn ends but your mech still moves or is on a conveyer belt/slides off etc. Unless that is intended? I.e. you have to be careful how much you move? Additionally, killed enemies still had their turn even if they did nothing.

The tutorial was a bit confusing to me, controls weren't really explained nor the UI. A lot of loading screens too. I didn't get very far but interesting project.

Developer

Thank you, appreciate the detailed feedback it helps so much! Yes 100% the freeze needed to work differently and the conveyer belts may need to actually be removed in hindsight. Also if you took a look at the Evil character you would only have 3 lives instead of 5. This was actually a bug and not intended (bug with the game manager). I had to hack Corgi's standard mechanics a bit to get the turn based play we wanted and I wasn't able to figure out in the time we had how to stop it showing the enemies turn, this is why we only had two enemies per level, I wanted to add some turrets that didn't take turns and just kind of did a one shot before destroying when the player was in range but ran out of time. We definitely needed more explanation on controls which are fairly simple but maybe hard to figure out unless you played the mobile version where the buttons on the UI were more obvious.

Submitted(+1)

Wuih, i like that Arcade Retro Style gives a good touch to it, seeing that "Joystick" moving makes it even cooler.

Some parts of the menus i find kinda unecessary and boring as it feels the "Initialize" takes to long.


------------------------------------------------------------------

There is a Jetpack, what else you need in a Game ha?

------------------------------------------------------------------


For me i find it kinda hard to understand how exactly those mech squad was working. It is interesting but needs a bit more polish with swapping them.

Or did i missed something in the Text Explanations? (I Jump into Games and dont read xD)


Considering Time you did a really good Job, keep it up.

Developer

Thanks so much for the feedback, really helps to make things better! Good to know regarding initilize thanks, no you are correct regarding how the mech squads work. We pivoted half way through as prototype testing feedback wasn't great. So I only had a week to build it, I thought the turn based mechanic was sorted a few days out but I had failed to test it properly (only tested with one squad member and it bugged out when I added another). So two days out I had to pull an all nighter to get the core mechanic working (it still has a bug where if you do the right thing you can bypass the player freeze outside their turn). That left me with less than two full days to build everything outside the initial training scene and start menus, I just ran out of time to add polish, an extra day would have been quite a different product. Initilize comes up when it loads between a scene in Unity, it was my first time using Corgi Engine so there was a bunch of stuff I had to figure out on the fly, not the greatest thing to do during a jam he he

Submitted(+1)

Interesting game, you have done a lot of work in so short time.  

Good job.

Developer

Thanks for playing out game!

Submitted(+1)

Whoa, that was amazing, the visuals are beautiful and the gameplay was unique and interesting.

I also like that you added some narrative into the game, makes it even more engaging

Developer(+1)

Thanks so much for playing our entry, appreciate the feedback!

Submitted(+1)

Unexpected and interesting blend of mechanics !

For a jam game there is a lot on display here, that first should be applauded ^^

The pixel art is really cool, i like the mech designs and the intro cinematic where the camera flies up into space was awesome ! I also enjoyed the faction choice and the fairly detailed story with even an explanation of who built the mechs you’re using. My only issue with said story would be that sometimes since you’ve set a timer on the story text instead of a continue button i didn’t have time to read it all and it went by fast O_o

The mix of turn based with real time works really well, it felt a bit like taking ideas from Worms but to make a solo campaign with story and all out of it, quite an original mix i.m.o. I’d just say the way the turn based stuff isn’t introduced imediately from the tutorial can make the first actual level a bit confusing in that regard.

Now with that said these issues aren’t all that big and i quite enjoyed trying this one out, with some polish and tweaks here and there you guys already got yourselves a good base for a full game.

Good job :)

Developer(+1)

Thanks so much for playing our game! I agree and had a similar issue with reading the text while also trying to rush to beat the timer. I'm so glad people pick up on the Worms influence, that was part of the inspiration. Thanks for the feedback too, its going to help a lot with some up coming tweaks :)

Submitted(+1)

No problem, i played my fair share of Worms back in the day so that’s immediately what popped to mind with the turn based / but your turn is real time on a timer thing XD and it works well there.

But yeah make the text story bits are way too fast O_o so having them player controlled would be a cool improvement :)

Host(+1)

Interesting game, with lots of different mechanics to play with!

Developer

Thank so much, appreciate the feedback!

Submitted(+1)

Great retro aesthetic and the gameplay concept was really compelling! Finding out after the tutorial level that the game was actually a Worms-like turn based strategy game was a cool twist! I did notice some glitches though and some of the communication about what to do next could be a bit clearer (when I reached the barrier surrounding the flagpole, I assumed I'd missed something and ended up going backward through the level rather than shooting missiles at the barrier). Overall though, very solid work!

Developer

Thanks so much! Yes we ran out of time, def needed more guidance for the player, appreciate the feedback. We plan to release a "fully loaded" version after voting that will have fixes for glitches. We will of course keep the original versions up on the page for reference. So anyone with feedback we would love to hear from you too.